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Installation

Blueprint Scribe is a C++ editor plugin for Unreal Engine 5.0 to 5.8 (Win64, Mac and Linux editor). It depends on Unreal’s Data Validation plugin, which is enabled automatically when you enable Blueprint Scribe.

  1. Open ta Blueprint Scribe on Fab, choose the license that applies to you (Personal is free) and add it to your library.

  2. In the Epic Games Launcher, open Fab Library, find ta Blueprint Scribe and click Install to Engine for each engine version you use (5.0 to 5.8).

  3. Open your project, go to Edit > Plugins, search for Blueprint Scribe and enable ta Blueprint Scribe. Restart the editor when prompted.

  4. Open Tools > ta Blueprint Scribe (in the tridiART section of the Tools menu) and click Scan project.

Installed this way, the plugin lives in the engine and is available to every project. To keep it with one project (for example so the whole team gets it from source control), install it manually instead.

  1. Close the Unreal Editor.

  2. Copy the TABlueprintScribe folder into your project’s Plugins folder. Create the Plugins folder next to your .uproject file if it doesn’t exist yet. The result should look like this:

    MyGame/
    MyGame.uproject
    Plugins/
    TABlueprintScribe/
    TABlueprintScribe.uplugin
    Source/
    Resources/
  3. Open the project. If the plugin hasn’t been compiled for your engine version yet, see Build from source below.

  4. Open Edit > Plugins, search for Blueprint Scribe and make sure ta Blueprint Scribe is enabled. If you had to enable it, restart the editor when prompted.

  5. Open Tools > ta Blueprint Scribe (in the tridiART section of the Tools menu) and click Scan project.

The plugin ships with its full source code. If the copy you installed doesn’t contain compiled binaries for your engine version, the plugin has to be built:

  • C++ projects: build the project in your IDE (for example Visual Studio 2022 on Windows), or let the editor rebuild the missing modules when it asks on startup.

  • Blueprint-only projects: the editor can’t compile plugin code for you. Either add a C++ class to the project (which turns it into a C++ project) and build it, or build the plugin once with Unreal Automation Tool and copy the packaged result into your Plugins folder:

    Terminal window
    "C:\Program Files\Epic Games\UE_5.6\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -Plugin="C:\Path\TABlueprintScribe\TABlueprintScribe.uplugin" -Package="C:\Build\TABlueprintScribe" -TargetPlatforms=Win64

    Use the RunUAT script of the engine version you want to build for.

With the default settings, Scan project documents and audits every Blueprint, structure and enum under /Game. A progress dialog shows each asset as it is documented; you can cancel it. Scanning loads each asset once, so the first scan of a large project takes a while. To try the plugin on a small part first, select a folder in the Content Browser and click Scan selection instead.

When the scan finishes, the panel shows the Blueprint health, the number of Blueprints and nodes, the documentation coverage, the average complexity and the findings. Click Export docs to write the documentation. With the default settings it goes to Saved/BlueprintScribe in your project folder, includes graph images, and index.html opens in your browser.

From here you can:

To update, close the editor and replace the TABlueprintScribe folder with the new version. Your settings live in the project’s Config/DefaultEditor.ini, not in the plugin folder, so they are kept.

To remove the plugin, disable it in Edit > Plugins or delete the TABlueprintScribe folder while the editor is closed. Blueprint Scribe doesn’t add any assets to your project; it only writes files to the export folder you choose, and changes Blueprints only when you run a cleanup. If you changed its settings, they stay in the [/Script/TABlueprintScribe.TABlueprintScribeSettings] section of Config/DefaultEditor.ini, which you can delete if you no longer need it.